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Oscar PwnageBlock
That would be directly against the uploading rules. Doing it would probably get you banned from immediate publishing or even publishing anything ever again.
0そうだね
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Oscar PwnageBlock
http://images.lmgtfy.com/?q=8bit+mario All it takes is a Google search...
2そうだね
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Oscar PwnageBlock
Why not learn some MML and make it yourself? If you don't want to write MML manually with strings, there are a couple of MML trackers that people have released.
0そうだね
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Oscar PwnageBlock
Sounds pretty good!
0そうだね
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Oscar PwnageBlock
Does a set of all sets include itself?
1そうだね
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Oscar PwnageBlock
As C. Norris said, you can use the RND command, which receives a number as a parameter, and returns a number between zero and the number you sent as the parameter minus 1. That means, for example, if you were to do... A=RND(6) ...then the value of A would be a number between 0 and 5.
0そうだね
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Oscar PwnageBlock
I consider Solid Gunner to be probably one of the best games on SmileBASIC. The download key is JD2EE2QV.
1そうだね
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Oscar PwnageBlock
You can use the CLS command to clear all text in the console screen. If you want to erase just a portion of text, you can locate the text cursor somewhere using the LOCATE command and printing a bunch of spaces over the old text.
0そうだね
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Oscar PwnageBlock
Simple enough. IF BUTTON() AND #X THEN SPSET 0,<Def 1> IF BUTTON() AND #Y THEN SPSET 0,<Def 2> Where Def 1 and 2 are the definition numbers of the sprites you want to change to.
0そうだね
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Oscar PwnageBlock
Also, I suggest using AND instead of == for button input.
0そうだね
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Oscar PwnageBlock
The button constants for ABXY are simply #A, #B, #X and #Y. To change a sprite you can just use SPSET again with a different definition number. Animations are a bit hard to make, but if you're willing you can look up SPANIM and the "Anim." tool in the SmileTool.
0そうだね
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Oscar PwnageBlock
This code doesn't really make sense... Why initialize the array with a non-zero size if you're going to push values anyways? Also, you can't really compare an array with a number. That's sure to give you a type mismatch. Maybe you meant to use a value inside the array? ( A[1]==2 )
2そうだね
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Oscar PwnageBlock
Did you not save even once? Remember, constant saving is a good programming practice. (It's a good practice in general, really.)
1そうだね
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Oscar PwnageBlock
The download key is in the picture. It's <REN45KHV> in case you can't see it for whatever reason.
2そうだね
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Oscar PwnageBlock
Don't take credit for other people's games just because you change up a couple of sprites... It's not a nice thing to do.
1そうだね
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Oscar PwnageBlock
Why not use your own assets? That way you have much more creative liberty! Making the code yourself may be tough, but it is very rewarding in the end!
0そうだね
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Oscar PwnageBlock
To use other instruments you need to write @ followed by a GM number in your MML string. You can find all default GM numbers in the SmileTool. To do 8-bit style music you should probably use GM 80 and 81, which are basic square and saw waves.
0そうだね
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Oscar PwnageBlock
Here's the logic for killing an enemy. It first tries to skip the kill logic by doing some conditionals. If it doesn't skip it, then it writes a space over the enemy, it sets the enemy state to -1 to set it as dead, and stops the shot. It would be much clearer with significant variable identifiers.
0そうだね
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Oscar PwnageBlock
"Installing" it is simple. Just use the LOAD command like so... LOAD "GRPF:FONT_XSERIFS"
0そうだね
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Oscar PwnageBlock
To make basic movement code you need to remember that you're working on an X,Y grid (with reversed Y). This means you can simply do stuff like... IF (BUTTON() AND #RIGHT) THEN INC X ...where X is the X coordinate of something you're moving. Also, no need to follow.
0そうだね
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